AoeStats
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African Clearing

510522317Analyzed
3v3 RM · 23h ago on Oct 1, 2026· 50m 6s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇳 Mongols · China
1469
+10
🇨🇳 Franks · China
1271
+18
🇨🇳 Khitans · China
1237
+19
🇨🇴 Turks · Colombia
1355
-17
🇪🇸 Ethiopians · Spain
1325
-16
1288
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 2,291 13:00 17:22 33:32 ⛏ Fast Castle
38 1,886 12:56 28:13 46:24 ⚔ Scout Rush
34 1,697 10:47 26:25 41:53 ⚔ Scout Rush
18 926 15:10 19:10 46:22 ⛏ Fast Castle
15 742 11:42 16:13 47:05 ⛏ Fast Castle
15 766 15:53 23:38 38:53

Resources

Player Food Wood Gold Stone Spent Collected
15,125 23,190 14,595 4,300 57,210 68,285
25,075 9,505 8,520 2,380 45,480 50,461
16,565 16,515 6,035 2,385 41,500 43,683
13,435 13,121 7,550 1,900 36,006 36,304
13,070 8,850 3,700 1,150 26,770 27,744
10,400 7,740 2,510 1,740 22,390 25,632
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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